N3OW/events/decisions_events/roman_restoration_events.txt
2026-04-25 13:36:44 +02:00

3377 lines
74 KiB
Text

namespace = roman_restoration
##################################################
### Roman Restoration Major Decision Events
# by Flavio Verna
# 0001 - Restoring Roman Empire as Byzantium
# 0003 - Restoring Roman Empire as HRE
# 0005 - New Emperor becomes Augustus
# 0006 - Old Emperor loses Augustus
# 0010/0024 - Old Roman Provinces are Restored
# 0100 - Schism is mended
# 0199, 0104, 0105, 0106, 0107 - Restored Patriarchate Events
# 0120 - Imposing the Iconoclast Patriarchate
# 0122 - Restoring the Ecumenical Patriarchate
# 0124 - Restoring the Papacy
# 0130 - Destroying the Papacy
# 0140 - Unifying Italy
# 0150 - Restoring Roman Empire as Italy
# 0160/0175 - Roman Empire dismantles pretenders
##################################################
##################################################
# Restoring the Roman Empire
##################################################
roman_restoration.0001 = {
type = character_event
title = roman_restoration.0001.t
desc = {
desc = roman_restoration.0001.desc.intro
first_valid = {
# Doing it as the Greeks.
triggered_desc = {
trigger = {
root.culture = culture:greek
}
desc = roman_restoration.0001.desc.greeks
}
# Doing it as somebody else.
desc = roman_restoration.0001.desc.other
}
first_valid = {
# Doing it as Christians.
triggered_desc = {
trigger = {
faith.OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
desc = roman_restoration.0001.desc.christians
}
# Doing it as Hellenics
triggered_desc = {
trigger = {
faith.religion = faith:hellenic_pagan.religion
}
desc = roman_restoration.0001.desc.hellenics
}
desc = roman_restoration.0001.desc.fallback
}
}
theme = emperor
left_portrait = {
character = scope:scoped_emperor
animation = personality_honorable
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
save_scope_as = scoped_emperor
create_roman_empire_scripted_effect = yes
create_story = restoring_roman_provinces_story
}
option = {
name = roman_restoration.0001.a
set_nickname_effect = { NICKNAME = nick_the_glorious }
# Send narrative fluff to other players (if any).
every_player = {
limit = {
this != root
is_within_diplo_range = { CHARACTER = root }
}
trigger_event = roman_restoration.0002
}
}
}
# Players informed of some fucko declaring a new Rome
roman_restoration.0002 = {
type = character_event
title = roman_restoration.0002.t
desc = {
desc = roman_restoration.0002.desc
first_valid = {
# Christians freaking out.
triggered_desc = {
trigger = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
}
desc = roman_restoration.0002.desc.hellenics
}
# Regular.
desc = roman_restoration.0002.desc.christians
}
}
theme = realm
left_portrait = {
character = scope:scoped_emperor
animation = personality_honorable
}
immediate = {
#Same-faith non-empire tier rulers are over-awed.
if = {
limit = { faith = scope:scoped_emperor.faith }
play_music_cue = "mx_cue_epic_sacral_moment"
}
#Otherwise, this is a tacit statement of imperial threat.
else = { play_music_cue = "mx_cue_combat_2" }
}
option = {
name = { # Regular
trigger = {
NAND = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
}
NOT = {
has_title = title:e_hre
}
}
text = roman_restoration.0002.a
}
name = { # Regular HRE
trigger = {
NAND = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
}
has_title = title:e_hre
}
text = roman_restoration.0002.b
}
name = { # Crazy Hellenics
trigger = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
NOT = {
has_title = title:e_hre
}
}
text = roman_restoration.0002.c
}
name = { # Crazy Hellenics HRE
trigger = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
has_title = title:e_hre
}
text = roman_restoration.0002.d
}
}
option = {
name = roman_restoration.0002.e
fallback = yes
}
}
##################################################
# Holy Roman Empire for realsies this time.
##################################################
roman_restoration.0003 = {
type = character_event
title = roman_restoration.0003.t
desc = {
first_valid = {
# Doing it as the Greeks.
triggered_desc = {
trigger = {
root.culture = culture:greek
}
desc = roman_restoration.0003.desc.greeks
}
# Doing it as somebody else.
triggered_desc = {
trigger = {
NOT = {
root.culture = culture:greek
}
}
desc = roman_restoration.0003.desc.other
}
}
desc = roman_restoration.0003.desc
}
theme = realm
left_portrait = {
character = scope:scoped_emperor
animation = personality_honorable
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
save_scope_as = scoped_emperor
create_roman_empire_holy_scripted_effect = yes
}
option = {
name = roman_restoration.0003.a
set_nickname_effect = { NICKNAME = nick_the_glorious }
# Send narrative fluff to other players (if any).
every_player = {
limit = {
this != root
is_within_diplo_range = { CHARACTER = root }
}
trigger_event = roman_restoration.0004
}
}
}
# Players informed of (Holy) Roman Empire being reborn.
roman_restoration.0004 = {
type = character_event
title = roman_restoration.0004.t
desc = {
first_valid = {
# Reaction of the Byzantines (if they are even still around)
triggered_desc = {
trigger = {
OR = {
has_title = title:e_byzantium
any_liege_or_above = {
has_title = title:e_byzantium
}
}
}
desc = roman_restoration.0004.desc.byzantines
}
# Everybody else.
triggered_desc = {
trigger = {
NOR = {
has_title = title:e_byzantium
any_liege_or_above = {
has_title = title:e_byzantium
}
}
}
desc = roman_restoration.0004.desc.others
}
}
}
theme = realm
left_portrait = {
character = scope:scoped_emperor
animation = personality_honorable
}
immediate = {
#Same-faith non-empire tier rulers are over-awed.
if = {
limit = { faith = scope:scoped_emperor.faith }
play_music_cue = "mx_cue_epic_sacral_moment"
}
#Otherwise, this is a tacit statement of imperial threat.
else = { play_music_cue = "mx_cue_combat_2" }
}
option = {
name = roman_restoration.0004.a
trigger = {
NOT = {
has_title = title:e_byzantium
}
}
}
option = {
name = roman_restoration.0004.b
trigger = {
has_title = title:e_byzantium
}
stress_impact = {
base = medium_stress_impact_gain
}
}
}
# on_new_holder: New Emperor gets the Augustus Trait.
roman_restoration.0005 = {
type = character_event
title = roman_restoration.0005.t
desc = {
first_valid = {
# Regular Roman Empire
triggered_desc = {
trigger = {
NOT = {
exists = title:h_roman_empire.var:variable_restored_hre
}
}
desc = roman_restoration.0005.desc.regular
}
# Holy Roman Empire
triggered_desc = {
trigger = {
exists = title:h_roman_empire.var:variable_restored_hre
}
desc = roman_restoration.0005.desc.holy
}
}
}
theme = realm
left_portrait = {
character = root
animation = personality_bold
}
trigger = {
OR = {
scope:title = title:h_roman_empire
scope:title = title:h_eastern_roman_empire
}
NOT = { has_trait = augustus }
}
immediate = {
if = {
limit = {
scope:previous_holder = {
any_owned_story = {
type = restoring_roman_provinces_story
}
}
}
hidden_effect = {
scope:previous_holder = {
random_owned_story = {
type = restoring_roman_provinces_story
end_story = yes
}
}
create_story = restoring_roman_provinces_story
}
}
if = {
limit = { scope:previous_holder = { is_alive = yes has_trait = augustus } }
save_scope_as = new_holder
scope:previous_holder = { trigger_event = roman_restoration.0006 }
}
}
option = {
name = roman_restoration.0005.a
add_trait = augustus
}
}
# If old holder is still alive, he will lose the trait.
roman_restoration.0006 = {
type = character_event
title = roman_restoration.0006.t
desc = roman_restoration.0006.desc
theme = realm
left_portrait = {
character = root
animation = shame
}
immediate = {
#This is so sad: Alexios, play dungeonito.
play_music_cue = "mx_cue_prison"
}
trigger = {
is_alive = yes
has_trait = augustus
}
option = {
name = roman_restoration.0006.a
remove_trait = augustus
stress_impact = {
base = minor_stress_impact_gain
}
}
}
##################################################
# Recovering old Provinces.
##################################################
# All events fired on_yearly pulses, checking for dejure Duchies.
# Mostly just for flavor.
scripted_trigger roman_restoration_0010_is_valid_roman_empire_trigger = {
is_ai = no
is_roman_emperor_trigger = yes
OR = {
faith.religion = faith:catholic.religion # Either Christian
faith.religion = faith:hellenic_pagan.religion # Or Hellenic
}
}
# Provincia Syria Palaestina
# Provincia Aegyptus
# Provincia Cyrenaica
# Provincia Africa
# Provincia Illyricum
# Provincia Italia
# Provincia Gallia
# Provincia Germania
# Provincia Britannia
# Provincia Hispania
# Provincia Mauretania
# Provincia Mesopotamia
# Provincia Caledonia
# Provincia Hibernia
# Imperial Borders (all provinces restored)
# Provincia Syria Palaestina
roman_restoration.0010 = {
type = character_event
title = roman_restoration.0010.t
desc = roman_restoration.0010.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_syria
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_syria_palestina
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_syria
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Aegyptus
roman_restoration.0011 = {
type = character_event
title = roman_restoration.0011.t
desc = roman_restoration.0011.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_aegyptus
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_aegyptus
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_aegyptus
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Cyrenaica
roman_restoration.0012 = {
type = character_event
title = roman_restoration.0012.t
desc = roman_restoration.0012.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_cyrenaica
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_cyrenaica
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_cyrenaica
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Africa
roman_restoration.0013 = {
type = character_event
title = roman_restoration.0013.t
desc = roman_restoration.0013.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_africa
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_africa
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_africa
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Illyricum
roman_restoration.0014 = {
type = character_event
title = roman_restoration.0014.t
desc = roman_restoration.0014.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_illyricum
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_illyricum
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_illyricum
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Italia
roman_restoration.0015 = {
type = character_event
title = roman_restoration.0015.t
desc = roman_restoration.0015.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_italia
}
}
NOT = { exists = title:h_roman_empire.var:variable_restored_italy }
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = world_europe_south_italy
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_italia
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Gallia
roman_restoration.0016 = {
type = character_event
title = roman_restoration.0016.t
desc = roman_restoration.0016.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_gallia
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = world_europe_west_francia
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_gallia
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Germania
roman_restoration.0017 = {
type = character_event
title = roman_restoration.0017.t
desc = roman_restoration.0017.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_germania
}
}
NOT = { exists = title:h_roman_empire.var:variable_restored_hre }
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = world_europe_west_germania
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_germania
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Britannia
roman_restoration.0018 = {
type = character_event
title = roman_restoration.0018.t
desc = roman_restoration.0018.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_britannia
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_wales
completely_controls_region = custom_england
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_britannia
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Hispania
roman_restoration.0019 = {
type = character_event
title = roman_restoration.0019.t
desc = roman_restoration.0019.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_hispania
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_hispania
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_hispania
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Mauretania
roman_restoration.0020 = {
type = character_event
title = roman_restoration.0020.t
desc = roman_restoration.0020.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_mauretania
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_mauretania
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_mauretania
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Mesopotamia
roman_restoration.0021 = {
type = character_event
title = roman_restoration.0021.t
desc = roman_restoration.0021.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_mesopotamia
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_mesopotamia
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_mesopotamia
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Caledonia
roman_restoration.0022 = {
type = character_event
title = roman_restoration.0022.t
desc = roman_restoration.0022.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_caledonia
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_caledonia
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_caledonia
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Provincia Hibernia
roman_restoration.0023 = {
type = character_event
title = roman_restoration.0023.t
desc = roman_restoration.0023.desc
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_hibernia
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_hibernia
}
immediate = {
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_hibernia
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
}
}
# Imperial Borders (all provinces restored)
roman_restoration.0024 = {
type = character_event
title = roman_restoration.0024.t
desc = {
desc = roman_restoration.0024.desc.intro
first_valid = {
# Christian Roman Empire
triggered_desc = {
trigger = {
faith.religion = faith:catholic.religion
}
desc = roman_restoration.0024.desc.christian
}
# Hellenic Roman Empire
triggered_desc = {
trigger = {
faith.religion = faith:hellenic_pagan.religion
}
desc = roman_restoration.0024.desc.hellenic
}
# Fallback Roman Empire
triggered_desc = {
trigger = {
NOR = {
faith.religion = faith:catholic.religion
faith.religion = faith:hellenic_pagan.religion
}
}
desc = roman_restoration.0024.desc.fallback
}
}
}
theme = realm
left_portrait = {
character = root
animation = personality_honorable
}
trigger = {
roman_restoration_0010_is_valid_roman_empire_trigger = yes
is_roman_emperor_excluding_byzantium_trigger = yes
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_all
}
}
NOT = { has_character_flag = flag_roman_province_cooldown }
completely_controls_region = custom_roman_full_borders
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
add_to_global_variable_list = {
name = restored_roman_provinces_variable_list
target = flag:flag_re_restored_all
}
hidden_effect = {
add_character_flag = {
flag = flag_roman_province_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0010.a
add_prestige = major_prestige_gain
hidden_effect = {
random_owned_story = {
type = restoring_roman_provinces_story
end_story = yes
}
}
}
}
##################################################
# Schism events.
##################################################
roman_restoration.0100 = {
type = character_event
title = roman_restoration.0100.t
desc = {
desc = roman_restoration.0100.desc.intro
first_valid = {
# As an Orthodox
triggered_desc = {
trigger = {
faith = faith:orthodox
}
desc = roman_restoration.0100.desc.orthodox
}
# As a Catholic
triggered_desc = {
trigger = {
faith = faith:catholic
}
desc = roman_restoration.0100.desc.catholic
}
# And Everybody else
triggered_desc = {
trigger = {
NOR = {
faith = faith:catholic
faith = faith:orthodox
}
}
desc = roman_restoration.0100.desc.generic
}
}
}
theme = realm
left_portrait = {
character = scope:scoped_emperor
animation = personality_zealous
}
immediate = {
play_music_cue = "mx_cue_faith_conversion"
save_scope_as = scoped_emperor
faith = { save_scope_as = mending_faith }
mend_great_schism_scripted_effect = yes
if = {
limit = {
scope:mending_faith = faith:orthodox
}
faith:catholic = {
save_scope_as = loser_faith
}
}
else_if = {
limit = {
scope:mending_faith = faith:catholic
}
faith:orthodox = {
save_scope_as = loser_faith
}
}
else = {
religion = {
random_faith = {
limit = {
exists = religious_head
this != scope:mending_faith
}
save_scope_as = loser_faith
}
}
}
legend_seed_great_deed_faith_effect = {
ANTAGONIST = scope:loser_faith.religious_head
OLD_FAITH = scope:loser_faith
}
}
option = {
name = roman_restoration.0100.a
}
}
# Ecumenical followers get chance to convert.
roman_restoration.0101 = {
type = character_event
title = roman_restoration.0100.t
desc = {
desc = roman_restoration.0101.desc.intro
first_valid = {
# As an Orthodox
triggered_desc = {
trigger = {
scope:mending_faith = faith:orthodox
}
desc = roman_restoration.0101.desc.orthodox
}
# As a Catholic
triggered_desc = {
trigger = {
scope:mending_faith = faith:catholic
}
desc = roman_restoration.0101.desc.catholic
}
# And Everybody else
triggered_desc = {
trigger = {
NOR = {
scope:mending_faith = faith:catholic
scope:mending_faith = faith:orthodox
}
}
desc = roman_restoration.0101.desc.generic
}
}
}
theme = realm
left_portrait = {
character = scope:scoped_emperor
animation = personality_zealous
}
immediate = {
play_music_cue = "mx_cue_faith_conversion"
faith = { save_scope_as = old_faith }
}
option = {
name = roman_restoration.0101.a
trigger = {
OR = {
is_ai = no
NOT = { has_trait = zealous } # Never!
}
}
set_character_faith = scope:mending_faith
if = {
limit = {
scope:mending_faith = { has_doctrine = doctrine_monotheist }
}
custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
}
every_held_title = {
title_tier = county
set_county_faith = scope:mending_faith
}
ai_chance = {
base = 80
modifier = { # Where the wind blows, I sail.
add = 20
has_trait = cynical
}
}
}
option = {
name = roman_restoration.0101.b
ai_chance = {
base = 20
ai_value_modifier = {
ai_zeal = 1.0
}
modifier = {
add = 20
has_trait = zealous
}
modifier = {
add = 10
OR = {
has_title = title:e_byzantium
has_title = title:e_hre
}
}
}
}
}
# Heretics and Heathens are only notified.
roman_restoration.0102 = {
type = character_event
title = roman_restoration.0100.t
desc = {
desc = roman_restoration.0101.desc.intro
first_valid = {
# As an Orthodox
triggered_desc = {
trigger = {
scope:mending_faith = faith:orthodox
}
desc = roman_restoration.0101.desc.orthodox
}
# As a Catholic
triggered_desc = {
trigger = {
scope:mending_faith = faith:catholic
}
desc = roman_restoration.0101.desc.catholic
}
# And Everybody else
triggered_desc = {
trigger = {
NOR = {
scope:mending_faith = faith:catholic
scope:mending_faith = faith:orthodox
}
}
desc = roman_restoration.0101.desc.generic
}
}
}
theme = realm
left_portrait = {
character = scope:scoped_emperor
animation = personality_zealous
}
immediate = {
#Even if you're not converting, it's still all rather momentous.
play_music_cue = "mx_cue_faith_conversion"
}
option = {
name = roman_restoration.0102.a
}
}
# Faithful players notified.
roman_restoration.0103 = {
type = character_event
title = roman_restoration.0100.t
desc = {
desc = roman_restoration.0100.desc.intro
first_valid = {
# As an Orthodox
triggered_desc = {
trigger = {
scope:mending_faith = faith:orthodox
}
desc = roman_restoration.0100.desc.orthodox
}
# As a Catholic
triggered_desc = {
trigger = {
scope:mending_faith = faith:catholic
}
desc = roman_restoration.0100.desc.catholic
}
# And Everybody else
triggered_desc = {
trigger = {
NOR = {
scope:mending_faith = faith:catholic
scope:mending_faith = faith:orthodox
}
}
desc = roman_restoration.0100.desc.generic
}
}
}
theme = realm
left_portrait = {
character = scope:scoped_emperor
animation = personality_zealous
}
immediate = {
#Even if you're not converting, it's still all rather momentous.
play_music_cue = "mx_cue_faith_conversion"
}
option = {
name = roman_restoration.0100.a
}
}
##################################################
# Flavor for restoring the Pentarchy as the Orthodox ERE.
##################################################
# All on_yearly_action pulse.
# Patriarchate of Antioch
# Patriarchate of Jerusalem
# Patriarchate of Alexandria
# Patriarchate of Rome
scripted_trigger roman_restoration_0104_is_valid_roman_empire_trigger = {
is_roman_emperor_trigger = yes
faith = faith:orthodox
faith = { has_doctrine = special_doctrine_ecumenical_christian }
}
# on_new_holder hidden event to check title and conqueror.
roman_restoration.0199 = {
type = character_event
hidden = yes
trigger = {
OR = {
scope:title = title:c_antiocheia
scope:title = title:c_jerusalem
scope:title = title:c_alexandria
scope:title = title:c_roma
}
OR = {
AND = {
roman_restoration_0104_is_valid_roman_empire_trigger = yes
faith = faith:orthodox
}
any_liege_or_above = {
roman_restoration_0104_is_valid_roman_empire_trigger = yes
faith = faith:orthodox
}
}
}
immediate = {
if = {
limit = {
any_liege_or_above = {
roman_restoration_0104_is_valid_roman_empire_trigger = yes
faith = faith:orthodox
}
}
random_liege_or_above = {
limit = {
roman_restoration_0104_is_valid_roman_empire_trigger = yes
faith = faith:orthodox
}
trigger_event = {
on_action = on_action_orthodox_pentarchy_pulse
}
}
}
else = {
trigger_event = {
on_action = on_action_orthodox_pentarchy_pulse
}
}
}
}
# Patriarchate of Antioch
roman_restoration.0104 = {
type = character_event
title = roman_restoration.0104.t
desc = roman_restoration.0104.desc
theme = realm
left_portrait = {
character = root
animation = personality_zealous
}
trigger = {
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_pentarchy_seants_variable_list
target = flag:flag_re_restored_antioch
}
}
NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
roman_restoration_0104_is_valid_roman_empire_trigger = yes
scope:title = title:c_antiocheia
#title:c_antiocheia.holder.faith = root.faith #Not under an infidel vassal.
}
immediate = {
play_music_cue = "mx_cue_sacredrite"
add_to_global_variable_list = {
name = restored_pentarchy_seants_variable_list
target = flag:flag_re_restored_antioch
}
hidden_effect = {
add_character_flag = {
flag = flag_orthodox_patriarchate_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0104.a
add_piety = major_piety_gain
}
}
# Patriarchate of Jerusalem
roman_restoration.0105 = {
type = character_event
title = roman_restoration.0105.t
desc = roman_restoration.0105.desc
theme = realm
left_portrait = {
character = root
animation = personality_zealous
}
trigger = {
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_pentarchy_seants_variable_list
target = flag:flag_re_restored_jerusalem
}
}
NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
roman_restoration_0104_is_valid_roman_empire_trigger = yes
scope:title = title:c_jerusalem
#title:c_jerusalem.holder.faith = root.faith #Not under an infidel vassal.
}
immediate = {
play_music_cue = "mx_cue_sacredrite"
add_to_global_variable_list = {
name = restored_pentarchy_seants_variable_list
target = flag:flag_re_restored_jerusalem
}
hidden_effect = {
add_character_flag = {
flag = flag_orthodox_patriarchate_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0104.a
add_piety = major_piety_gain
}
}
# Patriarchate of Alexandria
roman_restoration.0106 = {
type = character_event
title = roman_restoration.0106.t
desc = roman_restoration.0106.desc
theme = realm
left_portrait = {
character = root
animation = personality_zealous
}
trigger = {
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_pentarchy_seants_variable_list
target = flag:flag_re_restored_alexandria
}
}
NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
roman_restoration_0104_is_valid_roman_empire_trigger = yes
scope:title = title:c_alexandria
#title:c_alexandria.holder.faith = root.faith #Not under an infidel vassal.
}
immediate = {
play_music_cue = "mx_cue_sacredrite"
add_to_global_variable_list = {
name = restored_pentarchy_seants_variable_list
target = flag:flag_re_restored_alexandria
}
hidden_effect = {
add_character_flag = {
flag = flag_orthodox_patriarchate_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0104.a
add_piety = major_piety_gain
}
}
# Patriarchate of Rome
roman_restoration.0107 = {
type = character_event
title = roman_restoration.0107.t
desc = roman_restoration.0107.desc
theme = emperor
left_portrait = {
character = root
animation = personality_zealous
}
trigger = {
NOT = { # Only happens once.
is_target_in_global_variable_list = {
name = restored_pentarchy_seants_variable_list
target = flag:flag_re_restored_roma
}
}
NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
roman_restoration_0104_is_valid_roman_empire_trigger = yes
scope:title = title:c_roma
#title:c_roma.holder.faith = root.faith #Not under an infidel vassal.
}
immediate = {
play_music_cue = "mx_cue_sacredrite"
add_to_global_variable_list = {
name = restored_pentarchy_seants_variable_list
target = flag:flag_re_restored_roma
}
hidden_effect = {
add_character_flag = {
flag = flag_orthodox_patriarchate_cooldown
days = 400
}
}
}
option = {
name = roman_restoration.0104.a
add_piety = major_piety_gain
}
}
##################################################
# Imposing Iconoclast Patriarchate
##################################################
roman_restoration.0120 = {
type = character_event
title = roman_restoration.0120.t
desc = roman_restoration.0120.desc
theme = realm
left_portrait = {
character = root
animation = personality_vengeful
}
right_portrait = {
character = scope:new_pope
animation = personality_zealous
}
immediate = {
play_music_cue = "mx_cue_sacredrite"
save_scope_as = reformer
if = { # Pick your chaplain first.
limit = {
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = { faith = faith:iconoclast }
}
cp:councillor_court_chaplain = { save_scope_as = new_pope }
}
else = {
hidden_effect = {
create_character = {
employer = root
template = religious_leader_character
random_traits = no
save_scope_as = new_pope
dynasty = generate
}
}
scope:new_pope = {
add_trait = education_learning_3
add_trait = zealous
add_trait = intellect_good_1
random_list = {
1 = { add_trait = lustful }
1 = { add_trait = chaste }
1 = { add_trait = wrathful }
1 = { add_trait = diligent }
1 = { add_trait = impatient }
1 = { add_trait = arrogant }
1 = { add_trait = humble }
1 = { add_trait = gregarious }
}
random_list = {
1 = { add_trait = honest }
1 = { add_trait = ambitious }
1 = { add_trait = just }
1 = { add_trait = cynical }
1 = { add_trait = zealous }
1 = { add_trait = compassionate }
1 = { add_trait = stubborn }
}
}
}
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
}
title:d_iconoclast = {
change_title_holder = {
holder = scope:new_pope
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
root = { destroy_title = title:k_orthodox }
faith:iconoclast = {
change_fervor = {
value = 15
desc = fervor_gain_iconoclast_patriarchate
}
if = {
limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } }
add_doctrine = special_doctrine_ecumenical_christian
}
}
faith:orthodox = {
change_fervor = {
value = -30
desc = fervor_loss_iconoclast_patriarchate
}
if = {
limit = { has_doctrine = special_doctrine_ecumenical_christian }
remove_doctrine = special_doctrine_ecumenical_christian
}
}
}
option = {
name = roman_restoration.0120.a
add_piety = major_piety_gain
every_player = {
limit = {
this != root
faith.religion = faith:orthodox.religion
}
trigger_event = roman_restoration.0121 # Notification.
}
if = { # Vassalize if possible/needed.
limit = {
highest_held_title_tier > scope:new_pope.highest_held_title_tier
NOT = { scope:new_pope = { any_liege_or_above = { this = root } } }
}
create_title_and_vassal_change = {
type = usurped
save_scope_as = change
add_claim_on_loss = no
}
scope:new_pope = {
change_liege = {
liege = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
}
}
# Christians notified.
roman_restoration.0121 = {
type = character_event
title = roman_restoration.0120.t
desc = {
first_valid = {
# Orthodox Reaction
triggered_desc = {
trigger = {
root.faith = faith:orthodox
}
desc = roman_restoration.0121.desc.orthodox
}
# Iconoclast reaction
triggered_desc = {
trigger = {
root.faith = faith:iconoclast
}
desc = roman_restoration.0121.desc.iconoclast
}
# Every other Christian
triggered_desc = {
trigger = {
NOR = {
root.faith = faith:orthodox
root.faith = faith:iconoclast
}
}
desc = roman_restoration.0121.desc.other
}
}
}
theme = realm
left_portrait = {
character = scope:reformer
animation = personality_vengeful
}
right_portrait = {
character = scope:new_pope
animation = personality_zealous
}
immediate = {
#Iconoclasts consider this great.
if = {
limit = { root.faith = faith:iconoclast }
play_music_cue = "mx_cue_sacredrite"
}
#Orthodox consider it monstrous.
if = {
limit = { root.faith = faith:orthodox }
play_music_cue = "mx_cue_combat_2"
}
}
option = {
name = {
trigger = {
root.faith = faith:orthodox
}
text = roman_restoration.0121.a
}
name = {
trigger = {
root.faith = faith:iconoclast
}
text = roman_restoration.0121.b
}
if = {
limit = {
root.faith = faith:orthodox
}
stress_impact = {
zealous = medium_stress_impact_gain
}
}
}
option = {
name = roman_restoration.0121.c
fallback = yes
}
}
##################################################
# Restoring Ecumenical Patriarchate
##################################################
roman_restoration.0122 = {
type = character_event
title = roman_restoration.0122.t
desc = roman_restoration.0122.desc
theme = realm
left_portrait = {
character = root
animation = personality_vengeful
}
right_portrait = {
character = scope:new_pope
animation = personality_zealous
}
immediate = {
play_music_cue = "mx_cue_sacredrite"
save_scope_as = reformer
if = { # Pick your chaplain first.
limit = {
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = { faith = faith:orthodox }
}
cp:councillor_court_chaplain = { save_scope_as = new_pope }
}
else = {
hidden_effect = {
create_character = {
employer = root
template = religious_leader_character
random_traits = no
save_scope_as = new_pope
dynasty = generate
}
}
scope:new_pope = {
add_trait = education_learning_3
add_trait = zealous
add_trait = intellect_good_1
random_list = {
1 = { add_trait = lustful }
1 = { add_trait = chaste }
1 = { add_trait = wrathful }
1 = { add_trait = diligent }
1 = { add_trait = impatient }
1 = { add_trait = arrogant }
1 = { add_trait = humble }
1 = { add_trait = gregarious }
}
random_list = {
1 = { add_trait = honest }
1 = { add_trait = ambitious }
1 = { add_trait = just }
1 = { add_trait = cynical }
1 = { add_trait = zealous }
1 = { add_trait = compassionate }
1 = { add_trait = stubborn }
}
}
}
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
}
title:k_orthodox = {
change_title_holder = {
holder = scope:new_pope
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
root = { destroy_title = title:d_iconoclast }
faith:orthodox = {
change_fervor = {
value = 15
desc = fervor_gain_ecumenical_patriarchate
}
if = {
limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } }
add_doctrine = special_doctrine_ecumenical_christian
}
}
faith:iconoclast = {
change_fervor = {
value = -30
desc = fervor_loss_ecumenical_patriarchate
}
if = {
limit = { has_doctrine = special_doctrine_ecumenical_christian }
remove_doctrine = special_doctrine_ecumenical_christian
}
}
}
option = {
name = roman_restoration.0122.a
add_piety = major_piety_gain
every_player = {
limit = {
this != root
faith.religion = faith:orthodox.religion
}
trigger_event = roman_restoration.0123 # Notification.
}
if = { # Vassalize if possible/needed.
limit = {
highest_held_title_tier > scope:new_pope.highest_held_title_tier
NOT = { scope:new_pope = { any_liege_or_above = { this = root } } }
}
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
}
scope:new_pope = {
change_liege = {
liege = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
}
}
# Christians notified.
roman_restoration.0123 = {
type = character_event
title = roman_restoration.0122.t
desc = {
first_valid = {
# Orthodox Reaction
triggered_desc = {
trigger = {
root.faith = faith:orthodox
}
desc = roman_restoration.0123.desc.orthodox
}
# Iconoclast reaction
triggered_desc = {
trigger = {
root.faith = faith:iconoclast
}
desc = roman_restoration.0123.desc.iconoclast
}
#Every other Christian
triggered_desc = {
trigger = {
NOR = {
root.faith = faith:orthodox
root.faith = faith:iconoclast
}
}
desc = roman_restoration.0123.desc.other
}
}
}
theme = realm
left_portrait = {
character = scope:reformer
animation = personality_vengeful
}
right_portrait = {
character = scope:new_pope
animation = personality_zealous
}
immediate = {
#Orthodox consider this great.
if = {
limit = { root.faith = faith:orthodox }
play_music_cue = "mx_cue_sacredrite"
}
#Iconoclasts consider it monstrous.
if = {
limit = { root.faith = faith:iconoclast }
play_music_cue = "mx_cue_combat_2"
}
}
option = {
name = roman_restoration.0123.a
trigger = {
root.faith = faith:orthodox
}
}
option = {
name = roman_restoration.0123.b
trigger = {
root.faith = faith:iconoclast
}
stress_impact = {
zealous = medium_stress_impact_gain
}
}
option = {
name = roman_restoration.0123.c
trigger = {
NOR = {
root.faith = faith:orthodox
root.faith = faith:iconoclast
}
}
}
}
##################################################
# Restoring Papacy
##################################################
roman_restoration.0124 = {
type = character_event
title = roman_restoration.0124.t
desc = roman_restoration.0124.desc
theme = realm
left_portrait = {
character = root
animation = personality_vengeful
}
right_portrait = {
character = scope:new_pope
animation = personality_zealous
}
immediate = {
play_music_cue = "mx_cue_sacredrite"
restore_papacy_scripted_effect = yes
}
option = {
name = roman_restoration.0124.a
add_piety = major_piety_gain
every_player = {
limit = {
this != root
faith.religion = faith:catholic.religion
}
trigger_event = roman_restoration.0125 # Notification.
}
if = { # Vassalize if possible/needed.
limit = {
highest_held_title_tier > scope:new_pope.highest_held_title_tier
NOT = { scope:new_pope = { any_liege_or_above = { this = root } } }
}
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
}
scope:new_pope = {
change_liege = {
liege = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
}
}
# Christians notified.
roman_restoration.0125 = {
type = character_event
title = roman_restoration.0124.t
desc = {
first_valid = {
# Catholic Reaction
triggered_desc = {
trigger = {
root.faith = faith:catholic
}
desc = roman_restoration.0125.desc.catholic
}
# Every other Christian
triggered_desc = {
trigger = {
NOT = {
root.faith = faith:catholic
}
}
desc = roman_restoration.0125.desc.other
}
}
}
theme = realm
left_portrait = {
character = scope:reformer
animation = personality_vengeful
}
right_portrait = {
character = scope:new_pope
animation = personality_zealous
}
immediate = {
#Catholics are happy!
if = {
limit = { faith = faith:catholic }
play_music_cue = "mx_cue_sacredrite"
}
}
option = {
name = roman_restoration.0125.a
trigger = {
root.faith = faith:catholic
}
}
option = {
name = roman_restoration.0125.b
trigger = {
NOT = {
root.faith = faith:catholic
}
}
}
}
##################################################
# Destroying the Papacy as a Muslim/Pagan
##################################################
roman_restoration.0130 = {
type = character_event
title = roman_restoration.0130.t
desc = {
first_valid = {
# Muslim Reaction
triggered_desc = {
trigger = {
root.faith.religion = faith:ashari.religion
}
desc = roman_restoration.0130.desc.muslim
}
# Hellenic Reaction
triggered_desc = {
trigger = {
root.faith.religion = faith:hellenic_pagan.religion
}
desc = roman_restoration.0130.desc.hellenic
}
# And the rest
triggered_desc = {
trigger = {
NOR = {
root.faith.religion = faith:ashari.religion
root.faith.religion = faith:hellenic_pagan.religion
}
}
desc = roman_restoration.0130.desc.fallback
}
}
first_valid = {
# No current Pope
triggered_desc = {
trigger = {
NOT = {
exists = scope:scoped_pope
}
}
desc = roman_restoration.0130.desc.no_pope
}
# Current Pope is crucified
triggered_desc = {
trigger = {
root.faith.religion = faith:hellenic_pagan.religion
}
desc = roman_restoration.0130.desc.pope.crucifixion
}
# Current Pope is sacrificed
triggered_desc = {
trigger = {
root.faith = {
has_doctrine_parameter = human_sacrifice_active
}
}
desc = roman_restoration.0130.desc.pope.sacrificed
}
# Current Pope converts
desc = roman_restoration.0130.desc.pope.submission
}
}
theme = faith
override_background = {
trigger = {
root.faith = {
OR = {
religion = faith:hellenic_pagan.religion
has_doctrine_parameter = human_sacrifice_active
}
}
}
reference = burning_building
}
left_portrait = {
character = scope:scoped_destroyer
animation = schadenfreude
}
right_portrait = {
character = scope:scoped_pope
animation = fear
}
immediate = {
play_music_cue = "mx_cue_sacredrite"
save_scope_as = scoped_destroyer
if = {
limit = { exists = title:k_papal_state.holder }
title:k_papal_state.holder = { save_scope_as = scoped_pope }
}
faith:catholic = { save_scope_as = catholic }
destroy_papacy_scripted_effect = yes
}
option = {
name = {
trigger = {
faith.religion = faith:ashari.religion
}
text = roman_restoration.0130.a.a
}
name = {
trigger = {
faith.religion = faith:hellenic_pagan.religion
}
text = roman_restoration.0130.a.b
}
name = {
trigger = {
NOR = {
faith.religion = faith:ashari.religion
faith.religion = faith:hellenic_pagan.religion
}
}
text = roman_restoration.0130.a.c
}
every_player = {
limit = {
this != root
OR = {
faith.religion = faith:catholic.religion
faith.religion = root.faith.religion
}
}
trigger_event = roman_restoration.0131 # Notification.
}
}
}
# Other players notified.
roman_restoration.0131 = {
type = character_event
title = roman_restoration.0130.t
desc = {
first_valid = {
# Muslim/Pagan Reaction
triggered_desc = {
trigger = {
root.faith.religion = scope:scoped_destroyer.faith.religion
}
desc = roman_restoration.0131.desc.faithful
}
# Christian Reaction
triggered_desc = {
trigger = {
root.faith.religion = faith:catholic.religion
}
desc = roman_restoration.0131.desc.christians
}
# Fallback
triggered_desc = {
trigger = {
NOR = {
root.faith.religion = faith:catholic.religion
root.faith.religion = scope:scoped_destroyer.faith.religion
}
}
desc = roman_restoration.0131.desc.fallback
}
}
}
theme = faith
override_background = {
trigger = {
scope:scoped_destroyer.faith = {
OR = {
religion = faith:hellenic_pagan.religion
has_doctrine_parameter = human_sacrifice_active
}
}
}
reference = burning_building
}
left_portrait = {
character = scope:scoped_destroyer
animation = schadenfreude
}
right_portrait = {
character = scope:scoped_pope
animation = fear
}
immediate = { play_music_cue = "mx_cue_combat_2" }
option = {
name = {
trigger = {
faith.religion = scope:scoped_destroyer.faith.religion
}
text = roman_restoration.0131.a.a
}
name = {
trigger = {
faith.religion = faith:catholic.religion
}
text = roman_restoration.0131.a.b
}
name = {
trigger = {
NOR = {
faith.religion = faith:catholic.religion
faith.religion = scope:scoped_destroyer.faith.religion
}
}
text = roman_restoration.0131.a.c
}
if = {
limit = {
root.faith = faith:catholic
NOT = { has_trait = cynical }
}
add_opinion = {
target = scope:scoped_destroyer
modifier = destroyed_papacy_opinion
}
stress_impact = {
base = minor_stress_impact_gain
zealous = minor_stress_impact_gain
}
}
}
}
##################################################
# Unifying Italy as Italian.
##################################################
scripted_effect add_innovation_if_missing_effect = {
if = {
limit = {
NOT = {
has_innovation = $INNOVATION$
}
}
add_innovation = $INNOVATION$
}
}
roman_restoration.0140 = {
type = character_event
title = roman_restoration.0140.t
desc = roman_restoration.0140.desc
theme = realm
left_portrait = {
character = root
animation = personality_greedy
}
immediate = {
play_music_cue = "mx_cue_positive_effect"
save_scope_as = scoped_ruler
# De jure shifts.
hidden_effect = {
title:d_istria = { # Bite Croatia.
set_de_jure_liege_title = title:k_italy
}
title:d_krain = {
set_de_jure_liege_title = title:k_italy
}
title:d_tyrol = {
set_de_jure_liege_title = title:k_italy
}
title:d_carinthia = {
set_de_jure_liege_title = title:k_italy
}
title:k_sicily = { # Then shift all Kingdoms.
set_de_jure_liege_title = title:e_italy
}
title:k_italy = {
set_de_jure_liege_title = title:e_italy
}
title:k_venice = {
set_de_jure_liege_title = title:e_italy
}
title:k_croatia = {
set_de_jure_liege_title = title:e_italy
}
title:k_serbia = {
set_de_jure_liege_title = title:e_italy
}
}
}
option = {
name = roman_restoration.0140.a
add_prestige = major_prestige_gain
every_culture_global = {
limit = { has_cultural_pillar = heritage_latin }
add_innovation_if_missing_effect = { INNOVATION = innovation_men_at_arms }
add_innovation_if_missing_effect = { INNOVATION = innovation_pike_columns }
add_innovation_if_missing_effect = { INNOVATION = innovation_guilds }
}
# Send narrative fluff to other players (if any).
every_player = {
limit = {
this != root
capital_province = { geographical_region = world_europe_west }
}
trigger_event = roman_restoration.0141
}
hidden_effect = { # Latins chance to convert to French.
every_vassal = {
limit = {
capital_province = {
geographical_region = world_europe_south_italy
}
is_ai = yes
}
random = {
chance = 50
set_culture_same_as = root
capital_county = {
set_county_culture = root.culture
}
}
}
}
legend_seed_great_deed_region_effect = {
REGION = geographical_region:world_europe_south_italy
}
}
}
roman_restoration.0141 = {
type = character_event
title = roman_restoration.0140.t
desc = roman_restoration.0141.desc
theme = realm
left_portrait = {
character = scope:scoped_ruler
animation = personality_greedy
}
immediate = { play_music_cue = "mx_cue_positive_effect" }
option = {
name = roman_restoration.0141.a
trigger = {
OR = {
has_title = title:e_hre
is_roman_emperor_trigger = yes
}
}
}
option = {
name = roman_restoration.0141.b
trigger = {
NOR = {
has_title = title:e_hre
is_roman_emperor_trigger = yes
}
}
}
}
##################################################
# Italian Roman Empire rises
##################################################
roman_restoration.0150 = {
type = character_event
title = roman_restoration.0150.t
desc = {
desc = roman_restoration.0150.desc # Introduction.
first_valid = {
# Doing it as Christians.
triggered_desc = {
trigger = {
NOT = {
faith.religion = faith:hellenic_pagan.religion
}
}
desc = roman_restoration.0001.desc.christians
}
# Doing it as Hellenics
triggered_desc = {
trigger = {
faith.religion = faith:hellenic_pagan.religion
}
desc = roman_restoration.0001.desc.hellenics
}
desc = roman_restoration.0001.desc.fallback
}
}
theme = realm
left_portrait = {
character = scope:scoped_emperor
animation = personality_bold
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
save_scope_as = scoped_emperor
create_roman_empire_italy_scripted_effect = yes
}
option = {
name = roman_restoration.0150.a
set_nickname_effect = { NICKNAME = nick_the_glorious }
# Send narrative fluff to other players (if any).
every_player = {
limit = {
this != root
is_within_diplo_range = { CHARACTER = root }
}
trigger_event = roman_restoration.0151
}
}
}
# Players informed of (Italian) Roman Empire being reborn.
roman_restoration.0151 = {
type = character_event
title = roman_restoration.0151.t
desc = {
first_valid = {
# Reaction of the Byzantines (if they are even still around)
triggered_desc = {
trigger = {
OR = {
has_title = title:e_byzantium
any_liege_or_above = {
has_title = title:e_byzantium
}
}
}
desc = roman_restoration.0151.desc.byzantines
}
# Everybody else.
triggered_desc = {
trigger = {
NOR = {
has_title = title:e_byzantium
any_liege_or_above = {
has_title = title:e_byzantium
}
}
}
desc = roman_restoration.0151.desc.others
}
first_valid = {
# Regular.
triggered_desc = {
trigger = {
NOT = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
}
}
desc = roman_restoration.0002.desc.christians
}
# Christians freaking out.
triggered_desc = {
trigger = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
}
desc = roman_restoration.0002.desc.hellenics
}
}
}
}
theme = realm
left_portrait = {
character = scope:scoped_emperor
animation = personality_bold
}
option = { # Regular
name = roman_restoration.0002.a
trigger = {
NOT = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
}
NOR = {
has_title = title:e_byzantium
has_title = title:e_hre
}
}
}
option = { # Regular vs Byzantium/HRE
name = roman_restoration.0002.b
trigger = {
NOT = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
}
OR = {
has_title = title:e_byzantium
has_title = title:e_hre
}
}
}
option = { # Crazy Hellenics
name = roman_restoration.0002.c
trigger = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
NOR = {
has_title = title:e_byzantium
has_title = title:e_hre
}
}
}
option = { # Crazy Hellenics vs Byzantium/HRE
name = roman_restoration.0002.d
trigger = {
scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
faith.religion = faith:catholic.religion
OR = {
has_title = title:e_byzantium
has_title = title:e_hre
}
}
stress_impact = {
zealous = minor_stress_impact_gain
}
}
}
##################################################
# Byzantium/Roman Empire challenges HRE.
##################################################
roman_restoration.0160 = {
type = character_event
title = roman_restoration.0160.t
desc = roman_restoration.0160.desc
theme = war
left_portrait = {
character = scope:byz_emperor
animation = anger
}
right_portrait = {
character = scope:hre_emperor
animation = disgust
}
immediate = {
play_music_cue = "mx_cue_combat_2"
save_scope_as = byz_emperor
title:e_hre.holder = {
save_scope_as = hre_emperor
trigger_event = roman_restoration.0161
}
hidden_effect = {
add_character_flag = {
flag = flag_emperor_challenging_hre
}
}
}
option = {
name = roman_restoration.0160.a
start_war = {
casus_belli = dismantle_holy_pretender_cb
target = title:e_hre.holder
}
}
}
# HRE notified.
roman_restoration.0161 = {
type = character_event
title = roman_restoration.0161.t
desc = roman_restoration.0161.desc
theme = war
left_portrait = {
character = scope:byz_emperor
animation = disgust
}
right_portrait = {
character = scope:hre_emperor
animation = anger
}
immediate = { play_music_cue = "mx_cue_combat_2" }
option = {
name = roman_restoration.0161.a
}
}
# War is over:
# Byz is victorious. Byz notified.
roman_restoration.0162 = {
type = character_event
title = roman_restoration.0162.t
desc = roman_restoration.0162.desc
theme = war
left_portrait = {
character = scope:byz_emperor
animation = schadenfreude
}
right_portrait = {
character = scope:hre_emperor
animation = grief
}
immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
option = {
name = roman_restoration.0162.a
}
}
# Byz is victorious. HRE notified.
roman_restoration.0163 = {
type = character_event
title = roman_restoration.0163.t
desc = roman_restoration.0163.desc
theme = war
left_portrait = {
character = scope:byz_emperor
animation = schadenfreude
}
right_portrait = {
character = scope:hre_emperor
animation = grief
}
immediate = { play_music_cue = "mx_cue_stress" }
option = {
name = roman_restoration.0163.a
stress_impact = {
base = minor_stress_impact_gain
}
}
}
# Byz is defeated. Byz notified.
roman_restoration.0164 = {
type = character_event
title = roman_restoration.0164.t
desc = roman_restoration.0164.desc
theme = war
left_portrait = {
character = scope:byz_emperor
animation = grief
}
right_portrait = {
character = scope:hre_emperor
animation = schadenfreude
}
immediate = { play_music_cue = "mx_cue_stress" }
option = {
name = roman_restoration.0164.a
stress_impact = {
base = medium_stress_impact_gain
}
}
}
# Byz is defeated. HRE notified.
roman_restoration.0165 = {
type = character_event
title = roman_restoration.0165.t
desc = roman_restoration.0165.desc
theme = war
left_portrait = {
character = scope:byz_emperor
animation = grief
}
right_portrait = {
character = scope:hre_emperor
animation = schadenfreude
}
immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
option = {
name = roman_restoration.0165.a
}
}
##################################################
# Byzantium/Roman Empire challenges HRE.
##################################################
roman_restoration.0170 = {
type = character_event
title = roman_restoration.0170.t
desc = roman_restoration.0170.desc
theme = war
left_portrait = {
character = scope:hre_emperor
animation = anger
}
right_portrait = {
character = scope:byz_emperor
animation = disgust
}
immediate = {
play_music_cue = "mx_cue_combat_2"
save_scope_as = hre_emperor
title:e_byzantium.holder = {
save_scope_as = byz_emperor
trigger_event = roman_restoration.0171
}
hidden_effect = {
add_character_flag = {
flag = flag_emperor_challenging_byz
}
}
}
option = {
name = roman_restoration.0170.a
start_war = {
casus_belli = dismantle_byz_pretender_cb
target = title:e_byzantium.holder
}
}
}
# HRE notified.
roman_restoration.0171 = {
type = character_event
title = roman_restoration.0171.t
desc = roman_restoration.0171.desc
theme = war
left_portrait = {
character = scope:hre_emperor
animation = disgust
}
right_portrait = {
character = scope:byz_emperor
animation = anger
}
immediate = { play_music_cue = "mx_cue_combat_2" }
option = {
name = roman_restoration.0171.a
}
}
# War is over:
# HRE is victorious. HRE notified.
roman_restoration.0172 = {
type = character_event
title = roman_restoration.0172.t
desc = roman_restoration.0172.desc
theme = war
left_portrait = {
character = scope:hre_emperor
animation = schadenfreude
}
right_portrait = {
character = scope:byz_emperor
animation = grief
}
immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
option = {
name = roman_restoration.0172.a
}
}
# HRE is victorious. Byz notified.
roman_restoration.0173 = {
type = character_event
title = roman_restoration.0173.t
desc = roman_restoration.0173.desc
theme = war
left_portrait = {
character = scope:hre_emperor
animation = schadenfreude
}
right_portrait = {
character = scope:byz_emperor
animation = grief
}
immediate = { play_music_cue = "mx_cue_stress" }
option = {
name = roman_restoration.0173.a
stress_impact = {
base = minor_stress_impact_gain
}
}
}
# Byz is defeated. HRE notified.
roman_restoration.0174 = {
type = character_event
title = roman_restoration.0174.t
desc = roman_restoration.0174.desc
theme = war
left_portrait = {
character = scope:hre_emperor
animation = grief
}
right_portrait = {
character = scope:byz_emperor
animation = schadenfreude
}
immediate = { play_music_cue = "mx_cue_stress" }
option = {
name = roman_restoration.0174.a
stress_impact = {
base = medium_stress_impact_gain
}
}
}
# HRE is defeated. Byz notified.
roman_restoration.0175 = {
type = character_event
title = roman_restoration.0175.t
desc = roman_restoration.0175.desc
theme = war
left_portrait = {
character = scope:hre_emperor
animation = grief
}
right_portrait = {
character = scope:byz_emperor
animation = schadenfreude
}
immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
option = {
name = roman_restoration.0175.a
}
}
############################
# Byz Emp reclaims Constantinople
# by Joe Parkin
############################
roman_restoration.1200 = {
type = character_event
title = roman_restoration.1200.t
desc = roman_restoration.1200.desc
theme = realm
left_portrait = {
character = root
animation = personality_bold
}
override_background = { reference = ep3_constantinople }
override_effect_2d = legend_glow
cooldown = { years = 10 }
trigger = {
has_ep3_dlc_trigger = yes
is_roman_emperor_trigger = yes
scope:county = {
# Constantinople only
this = title:c_byzantion
previous_holder = {
NOR = {
root.primary_title.previous_holder ?= this
root.top_liege.primary_title.previous_holder ?= this
}
}
}
}
immediate = {
play_music_cue = "mx_cue_epic_sacral_moment"
add_prestige = major_prestige_gain
if = {
limit = {
culture = { has_cultural_parameter = holds_triumphs }
}
custom_tooltip = {
text = free_triumph_tooltip
add_character_flag = free_triumph_flag
}
}
if = {
limit = {
culture = { has_cultural_parameter = hosts_chariot_races }
}
custom_tooltip = {
text = half_price_chariot_race_tooltip
add_character_flag = half_price_chariot_race_flag
}
}
}
option = {
name = roman_restoration.1200.a
trigger = {
NOT = { capital_county = title:c_byzantion }
}
if = {
limit = { government_allows = administrative }
change_influence = medium_influence_gain
}
add_legitimacy = minor_legitimacy_gain
set_realm_capital = title:c_byzantion
}
option = {
name = {
text = roman_restoration.1200.b.rome
trigger = {
is_roman_emperor_excluding_byzantium_trigger = yes
}
}
name = {
text = roman_restoration.1200.b
trigger = {
is_roman_emperor_excluding_byzantium_trigger = no
}
}
}
}
#################################################
# Byz Emp reclaims Constantinople from you (you wretched boy!) by Isabella Welch
#################################################
roman_restoration.1204 = {
type = letter_event
opening = roman_restoration.1204.t
sender = scope:byz_emp
desc = roman_restoration.1204.desc_vassal
trigger = {
}
immediate = {
title:e_byzantium.holder = {
save_scope_as = byz_emp
}
}
option = {
name = roman_restoration.1204.a
scope:byz_emp = {
add_opinion = {
modifier = grateful_opinion
target = root
opinion = 30
}
}
}
option = {
name = roman_restoration.1204.b
scope:byz_emp = {
add_opinion = {
modifier = angry_opinion
target = root
opinion = -30
}
}
}
}
# ^I have no idea if Isabeau chose this ID on purpose but it's bloody hilarious.
##################################################
# Byzantium is Booted out of Sicily
# by Ewan Cowhig Croft
# 1211 - 1220
##################################################
scripted_trigger roman_restoration_1211_ai_choice_trigger = {
OR = {
culture = { has_cultural_pillar = heritage_arabic }
culture = { has_cultural_pillar = heritage_berber }
religion = religion:islam_religion
capital_county.title_province = { geographical_region = world_africa_north }
}
}
scripted_effect roman_restoration_1211_piss_off_big_e_effect = {
add_opinion = {
target = scope:taker
modifier = outraged_opinion
opinion = -80
}
if = {
limit = {
can_set_relation_potential_rival_trigger = { CHARACTER = scope:taker }
}
set_relation_potential_rival = scope:taker
}
}
# Scope:taker chooses where their allegiances lie.
roman_restoration.1211 = {
type = character_event
title = roman_restoration.1211.t
desc = {
desc = roman_restoration.1211.desc.intro
first_valid = {
triggered_desc = {
trigger = { exists = scope:emperor }
desc = roman_restoration.1211.desc.body.emperor_exists
}
desc = roman_restoration.1211.desc.body.emperor_absent
}
desc = roman_restoration.1211.desc.outro
}
theme = realm
left_portrait = {
character = scope:taker
animation = marshal
}
right_portrait = {
character = scope:emperor
animation = rage
}
immediate = {
add_prestige_experience = rebuke_roman_revanchism_sicily_fame_reward_value
# Try to grab the emperor.
title:e_byzantium.holder ?= {
save_scope_as = emperor
# And piss them off.
roman_restoration_1211_piss_off_big_e_effect = yes
}
}
# We belong with Italy, forever.
option = {
name = roman_restoration.1211.a
title:k_sicily = { set_de_jure_liege_title = title:e_italy }
save_scope_value_as = {
name = new_empire
value = flag:italia
}
# No stress here.
ai_chance = {
base = 0
# Anyone who isn't strongly affiliated to North Africa prefers Italy.
modifier = {
add = 1
roman_restoration_1211_ai_choice_trigger = no
}
}
}
# Sicily's destiny lies, as it always has, across the sea.
option = {
name = roman_restoration.1211.b
title:k_sicily = { set_de_jure_liege_title = title:e_maghreb }
save_scope_value_as = {
name = new_empire
value = flag:maghreb
}
# No stress here.
ai_chance = {
base = 0
# Berbers, Arabs, Muslims, and folks with their capital in North Africa prefer the Maghreb.
modifier = {
add = 1
roman_restoration_1211_ai_choice_trigger = yes
}
}
}
# Why, with _me_ of course!
option = {
name = roman_restoration.1211.c
trigger = { rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = yes }
show_as_unavailable = { always = yes }
title:k_sicily = { set_de_jure_liege_title = root.primary_title }
save_scope_value_as = {
name = new_empire
value = flag:own
}
# No stress here.
# If the AI can take this, then they probably should.
ai_chance = { base = 1000 }
}
after = {
# If we've got one, inform the emperor.
scope:emperor = { trigger_event = roman_restoration.1212 }
# Then inform every player in Sicily.
every_player = {
limit = {
any_held_title = {
title_tier = county
title_province = { geographical_region = custom_sicily }
}
}
trigger_event = roman_restoration.1213
}
}
}
# Scope:emperor is informed.
roman_restoration.1212 = {
type = character_event
title = roman_restoration.1212.t
desc = {
desc = roman_restoration.1212.desc.intro
first_valid = {
triggered_desc = {
trigger = { scope:new_empire = flag:italia }
desc = roman_restoration.1212.desc.new_empire.italia
}
triggered_desc = {
trigger = { scope:new_empire = flag:maghreb }
desc = roman_restoration.1212.desc.new_empire.maghreb
}
triggered_desc = {
trigger = { scope:new_empire = flag:own }
desc = roman_restoration.1212.desc.new_empire.own
}
}
first_valid = {
triggered_desc = {
trigger = {
any_county_in_region = {
region = custom_sicily
rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes
}
}
desc = roman_restoration.1212.desc.outro.territory_left
}
desc = roman_restoration.1212.desc.outro.no_territory_left
}
}
theme = realm
left_portrait = {
character = scope:emperor
animation = rage
}
right_portrait = {
character = scope:taker
animation = marshal
}
immediate = {
show_as_tooltip = { roman_restoration_1211_piss_off_big_e_effect = yes }
# Mark us as not needing a second notification if we've got any land left.
add_character_flag = {
flag = informed_about_sicily_flag
days = 7
}
}
# That presumptuous lout!
option = {
name = roman_restoration.1212.a
# No stress, no AI.
}
}
# Scope:emperor is informed.
roman_restoration.1213 = {
type = character_event
title = roman_restoration.1213.t
desc = {
desc = roman_restoration.1213.desc.intro
first_valid = {
triggered_desc = {
trigger = { scope:new_empire = flag:italia }
desc = roman_restoration.1213.desc.new_empire.italia
}
triggered_desc = {
trigger = { scope:new_empire = flag:maghreb }
desc = roman_restoration.1213.desc.new_empire.maghreb
}
triggered_desc = {
trigger = { scope:new_empire = flag:own }
desc = roman_restoration.1213.desc.new_empire.own
}
}
first_valid = {
triggered_desc = {
trigger = { exists = scope:emperor }
desc = roman_restoration.1213.desc.body.emperor_exists
}
desc = roman_restoration.1213.desc.body.emperor_absent
}
first_valid = {
triggered_desc = {
trigger = {
any_county_in_region = {
region = custom_sicily
rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes
}
}
desc = roman_restoration.1213.desc.outro.territory_left
}
desc = roman_restoration.1213.desc.outro.no_territory_left
}
}
theme = realm
left_portrait = {
character = scope:taker
animation = marshal
}
right_portrait = {
character = scope:emperor
animation = rage
}
trigger = {
NOR = {
has_character_flag = informed_about_sicily_flag
this = scope:taker
}
}
# Good riddance!
option = {
name = roman_restoration.1213.a
# No stress, no AI.
}
# What dark times we live in...
option = {
name = roman_restoration.1213.b
# No stress, no AI.
}
}